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Everything posted by Salk
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MOD:Movie-Style Holograms for End Game Cutscenes
Salk replied to DarthParametric's topic in Mod Releases
Thanks, DP! I give it a try now. About the mod mix I personally have, I don't believe I caused any problem by manually installing your mod and danil-ch's. Following the TSL Patcher instructions to do manual edits is not really rocket science. And zbyl2's mod is just a line of code playing a movie. I added an Entry to the .dlg file to do just that first and then the rest follows. Alright, the new Vandar model does solve the issue with his eyes being initially shut. Well done! Unfortunately, the new Dodonna model doesn't make any difference. I am attaching a few screenshots here to show what her face and hand looks like: -
MOD:Movie-Style Holograms for End Game Cutscenes
Salk replied to DarthParametric's topic in Mod Releases
I wasn't using the old version of Dodonna's Transmission. I suppose the only issue I have is coming from the lack of self-occlusion. I didn't know that's what it's called but I still wonder why it shows differently on my video than in yours. -
MOD:Movie-Style Holograms for End Game Cutscenes
Salk replied to DarthParametric's topic in Mod Releases
Hey DP! As I am finally approaching the last segment of my playthrough I had a chance to test this modification of yours which, as usual, I had to manually install because at the same time I am also using danil-ch's Dodonna's Transmission and zbyl2's Restored BIK movies. Now, things go generally well enough but I have a few issues with the rendering of Dodonna's and Vandar's models. I was wondering if you could take a look at the video showing those issues and perhaps have some idea of why that happens. The most glaring problems, as you will see, are Vandar's initially keeping his eyes closed when he joins the meeting (and that is not that short a period so it's quite striking) and a series of clipping around Dodonna's face. About the latter, I noticed that in your video that mostly applies to her hand instead. Here's the video. Thanks! -
Hello again! I have tried making a couple of conversions using the best quality setting but when I compared the .tpc with the original .tga image, I seem to notice a change in colors which end up being overall a bit brighter. Is this just my eyes playing a trick or...?
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Oh right, thanks DP! I just thought that uncompressed .tpc textures would just not give any size benefit over standard .tga so I had not considered that option. Now I can see under settings that there is "Uncompressed". One day I will learn to read properly... 😞
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One more question, please: above I read under "Features" Create Animated Textures but under "Known Issues" I read "Cannot create uncompressed animated textures." Can I use this tool with .txi files like the following or not? proceduretype cycle numx 9 numy 9 fps 12 #blending additive #decal 1
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Hello, ndix UR! I was trying for the first time this tool of yours but I am not understanding how I can import the .txi file into it. The "+ .TXI" button in the menu is always greyed out. I just realized there is an option that will enable the "+ .TXI" button under Settings and that the software automatically imports my exisiting .TXI file when starting the conversion process.
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MOD:JC's Fashion Line I: Cloaked Party Robes for K1
Salk replied to JCarter426's topic in Mod Releases
Very useful info, JC! Thanks a lot. I completely understand you want to wait until you have more free time to update all your robe mods. In the meantime I will do exactly like you suggested and use an Hex editor to see if I can get rid of the pesky arm glitch. I just hope that my feedback was not too much of a nag. 😉 -
MOD:JC's Fashion Line I: Cloaked Party Robes for K1
Salk replied to JCarter426's topic in Mod Releases
Okay, now we are getting somewhere. 😊 After updating to the latest PFBIS/PFBIM/PFBIL from version 1.4 of Cloaked Jedi Robes, the right arm animation glitches are present both when wearing Robe and Clothing. See here. I guess that the problem I have noticed has been also "ported" to the JC_BastilaBI and JC_JuhaniBI models (which are also new) and that is exactly why the issue is now shared in both tests. If it is not possible to keep the clipping improvements coming with your latest update I do recommend to revert to the old model (and extend it to JC_JuhaniBI and JC_BastilaBI as well of course) so that the much more serious animation glitches with the right arm are gone. Cheers! -
MOD:JC's Fashion Line I: Cloaked Party Robes for K1
Salk replied to JCarter426's topic in Mod Releases
I tried also with the updated S_Female03 files from version1.1 but the "twitching arm" issue was still there, unfortunately. -
MOD:JC's Fashion Line I: Cloaked Party Robes for K1
Salk replied to JCarter426's topic in Mod Releases
I see, thanks. Last follow-up question... If it is a matter of animation glitch with the original KotOR 2 model, why would the "twitching arm" not show for Jolee but only for Juhani and Bastila? Furthermore, when the model used is PFBIM or PMBIM, the animation glitch is not there at all (as you could see in the video I uploaded - Bastila is wearing a Dark Jedi Robe and her arm is doing alright). Wouldn't that indicate a problem with JCBastilaBI and JCJuhaniBI rather than with the supermodel? -
MOD:JC's Fashion Line I: Cloaked Party Robes for K1
Salk replied to JCarter426's topic in Mod Releases
Thanks a lot for your answer, JC. Sorry for being dense here but you're confirming that the issues l listed are not a local problem but affect everyone else using your modification? -
Congratulations, Kexikus! These skyboxes are simply stunning. You can now take a well deserved rest although we'll all hope to see more from you in the future. Cheers!
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MOD:JC's Fashion Line I: Cloaked Party Robes for K1
Salk replied to JCarter426's topic in Mod Releases
UPDATE: I removed the S_Female01/02/03 and the S_Male01/02 from the Override to test the original behavior and it seems Issue 2) is still there in full. Issue 3) is there but it's not at all as egregious and issue 1) is not there at all. I believe these two issues are caused by the JC_BastilaBI/JCJoleeBI/JC_JuhaniBI models. Could you please verify? Thanks a lot! -
MOD:JC's Fashion Line I: Cloaked Party Robes for K1
Salk replied to JCarter426's topic in Mod Releases
@JCarter426, I have been testing more of this although I had to opt for a manual installation since I am using it for the B models as opposed to the I models (I wanted Bastila, Jolee and Juhani to have original clothes with a cloak to go with - and I will later change the cloak color to match the original clothes' main color) and I have met some problems which I'm not sure apply to everyone else as well so I made a video. In the video the following is very noticeable with Bastila, Juhani and Jolee, after showcasing Bastila's I model showing no problems whatsoever: 1) a "twitch" of the right arm of every model. 2) Bastila's front "tail" of her clothes clip awfully much. 3) Jolee's front "tail" having wrong animation in the cycle That is all I could find just by observing the cycle of the standing idle animation. Could you please tell me if it is something that happens only to me or if it can be confirmed as general issues? Thanks! A link to the video. -
[KotOR] Restricting items to specific party members
Salk posted a topic in General Kotor/TSL Modding
Hello! I suppose it's not possible to do something like that? If that's the case, I find it to be a rather serious limitation and it'd be one more thing that the former BioWare engine Infinity supported. -
Hello! I'm trying to figure out how the game deals with those values and I'm not sure I understand how it is supposed to work. While I understand the necessity of four fields (CurrentHP, MaxHP, CurrentFP, MaxFP), it doesn't seem the game file follows this rather logical approach and provides 5 fields instead. One may think that setting the same value for CurrentHitPoints and MaxHitPoints would result in the character having that very number in a full bar and same thing for Force Points. But no... That would have been too easy. I'm busy editing the .utc files for the various Evil Bastila files found in unk_m44ac and I was trying to make sure the level matches with the HP and FP. Since they don't (I have tried levelling up Bastila to that very same level by giving her enough XP and the HP and FP are not the same), I wanted to edit them properly. So, as an example, Bastila at Lvl 18 should have 180 HPs and 198 FP. I insert 180 using the K-GFF editor in CurrentHitPoints, MaxHitPoints and HitPoints and 198 in CurrentForce and ForcePoints. The result is that Bastila has full bars with 216 HP and 288 FP. Then I tried doing something different. I used 10 for CurrentHitPoints and HitPoints and 180 for MaxHitPoints. And 10 for CurrentForce and 198 for ForcePoints. The result was that Bastila now had a HP full bar of 46/46 and a partial bar of Force Points (100 / 288, if I recall the first value well enough). Does anyone here know how those values really are calculated and which ones should be edited leaving the rest alone? Thanks! UPDATE: I think I can answer my own question here and perhaps I should just open a new topic to explain things for others that may have been wondering the same. Apparently the values to insert in the file should be minus the bonus coming from Attributes and Feats because those ones are added by the engine to the total. I just need to figure out why the HP has three and not two fields.
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Hello there! Would you consider supporting 4:3 resolutions? I'm quite aware I belong to a minority but I still play KotOR at 800x600 (SVGA) so I would welcome the upscaled movies for that resolution and possibly 1024x768 (XGA). Thanks!
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My goodness, I think you have exceeded any expectation with this new version of the TSL skyboxes, Kexikus. I'm truly impressed and I have not the slightest doubt whatsoever that this should be packaged and made part of the original game if an official patch was still to be produced. Stunning. I can see why working on all these skyboxes took you years. Cheers!
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I'm glad to report that I don't seem to have this kind of issue. My specs are Win10 and Geforce nVidia RTX 2070 with 432.0 drivers.
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Hello LDR! I wasn't aware about you being a member here! Great to see you again. I tried sending you an email just yesterday but your old Gmail address wasn't valid any longer. I received your PM and I am grateful about that but may I suggest you upload LKIM 1.0 here on Deadlystream as well for other users to find? Cheers!
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Hello again! It's exactly what Malkior said. The new textures for the docking bays lack detail and depth, despite the higher resolution. The line of window in particular is flat and the choice of making it yellow/gold, rather than sticking to the original grey/black, make it stand out even more. I am attaching another comparison screenshot down here and this time I will try and explain to be more clear about how a different decision could have made already a big difference. If you look at the original texture, Bioware used Texture A for the lowest line of "windows" (as I said, I'm not even sure what they are supposed to represent and that is equally unclear both in the original and the new texture but the original is way smoother). You decided instead to use what is there marked as Texture B (which is Texture A in your version). Sticking to the original composition would have already helped improving the overall final look instead. You may also notice how Texture B and Texture C used by Bioware artists are not really the same and they both add a variation that is missing in the new textures. Generally speaking, I find the original texture (granted, I use an upscaled version of it but it doesn't actually make that much of a difference) superior but it's just my personal opinion. What I did like better though was the perspective that your new textures/models of the docking bay backdrops introduced. It gives that feeling of being more realistic and overall geometrically correct. Unfortunately I couldn't have the best of both worlds so in the end it was either one or the other. About Dantooine's mountains: I do believe you Kexikus when you say that there were already mountains in the original release but their presence was way more subtle and to me, it was preferable. Again, it's a matter of taste, I guess. Technically speaking all was impressive, including the mountains! 👌 And lastly about Manaan underwater: yes, I didn compare the new and the old LMA_Sea04.tga images and yes, I did notice that the color of the sea is not even that brighter but as you said, the much lighter rays of light change the overall rendition considerably. I'm not the greatest TSL fan but I am looking forward to seeing what you could pull out of your magic hat there. I must say, the images you posted during the years (especially Nar Shaddaa) were impressive. I can but thank you again for all you have been doing for these two games and for offering it to us all. Cheers!
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Hello! I used to have this modification stored in my hard drive but it must have gone lost somehow and now I have a hard time finding it. Can someone help me with that? Thanks!
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Hello! I have already remedied the biggest inconsistency with the Academy turning hostile, which was it happening without any kind of visible reason. The fact that is sealed after you leave it is something that, like you, I can consider acceptable. The sealing of the tombs instead is something that bothered me as well but I suppose that it was done to avoid starting quests that are connected to gaining prestige. I remember now that I have added Naga Sadow to the list of tombs that were sealed because that was probably the only one that makes sense being sealed. It was sealed before entering with Master Uthar and we are told in the game that the Naga Sadow tomb can only be entered by Master Uthar and, if I remember correctly, he either ends up dead in there or has returned to the Academy if the Player sides with him. I'm almost tempted to seal the fourth tomb as well because having three sealed and one open makes even less sense than four sealed. I agree with you that ideally we would have no sealed tomb whatsoever though. Cheers!
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Hello, Ragnarök. Thanks for your input. I have decided to remove the Wookie Warblade from Lehon and place two of them on Kashyyyk to give them a more fair representation. I'm not exactly sure I can agree with your last statement though. The weapon is called Wookie Warblade and I can hardly imagine being developed by any other race than Wookies, considering that in its lore it's specified that "The warblade was a cumbersome weapon for non-Wookiees but was perfectly wieldy for the Wookiees who carried them." It seems therefore consistent that this was a weapon designed by Wookies. I have additionally decided to make Bacca's Sword more unique. For starters, it's using one model and texture found in DI's Mandalorian Battleblade mod. It loses its rather senseless 4 Energy Damage Bonus while at the same time shifts its class from Vibrosword to Wookie Warblade and that compensates the nerf because Wookie Warblades in my own modification have an increased critical multiplier (from x2 to x3) and the "Mighty" property as well.